<?php
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$xhtml = array(
	'<{title}>' => '<code>minequest</code> namesake',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			I had no idea that task specialisation in bees had a correlation with their age.
			I always thought that bees were put into different roles, then kept their given roles throughout their lives.
			I guess it makes sense though.
			You&apos;d want to keep the younger bees in the hive where they&apos;re safer, while sending the more-experienced bees out to forage.
		</p>
		<p>
			I agree, it&apos;d be nice to have stated the methodology used in the abstract.
			The abstract is what gets read when someone&apos;s deciding whether to read your paper or not.
			They should know your methodology so they can get a glimpse of your approach.
			Depending on your approach, your results could be meaningless, so you need to let your reader know you actually went about your study in a scientifically-credible manner.
		</p>
		<p>
			For the most part, abbreviations should be avoided, but there are certain abbreviations that are better understood than their spelled-out counterparts, so in those cases, use of abbreviations should probably be encouraged.
			Like you said, $a[mRNA] is one of those cases.
			In my own field, we have abbreviations such as $a[DNS], $a[XHTML], and $a[API] that are in a similar situation.
		</p>
	</blockquote>
</section>
<section id="Minetest">
	<h2>Minetest log</h2>
	<img src="/y.st./source/y.st./static/img/CC_BY-SA_3.0/minetest.net./weblog/2018/03/17.png" alt="My flat spot I&apos;m working on" class="framed-centred-image" width="800" height="600"/>
	<p>
		I don&apos;t have the heart to try carving around the edges of my tunnel-to-be again right now after I put in a bunch of effort doing that then lost all that progress due to my own mistake.
		I&apos;ve started instead taking layer after layer off the top, working my way down more slowly and easily.
		Obviously, with that course of action, I knew I&apos;d run out of diamonds.
		And I did.
		I&apos;m down to one, which isn&apos;t enough to make a pick; it&apos;ll probably end up as a shovel soon.
		Tomorrow, I&apos;ll likely smelt my lumps into ingots and start using bronze tools again for the time being.
		It&apos;ll be a while before I&apos;m deep enough to start finding tin again, but I&apos;ve got enough stockpiled to last for a little while.
		I should almost certainly start finding copper again before I run out of that, so tin&apos;s the limiting factor in bronze production right now.
	</p>
	<p>
		I started coding a mod for messing with node drop probabilities, naming it <code>drop_hack</code>.
		I&apos;ve got autodetection of modifiable drop rates built.
		Now I just need to build the player interface and the code to actually modify said drop rates.
		I&apos;ve got ideas for a few little <code>minestats</code>-based mods like this and <code>arborist</code> that I felt weird releasing at first due to how small and how tied to <code>minestats</code> they are.
		I came up with the solution today though.
		I&apos;ll group and release them as a work-in-progress modpack.
		<code>yellow</code> will be a part of that too.
		When I have at least one use for each stat from Minetest Game and <code>renew</code>, I&apos;ll make the first stable release; anything before that will retain the work-in-progress status.
		I came up with a few names for the modpack, but nothing seemed just right until I thought about my on-again-off-again mod, <code>minequest</code>.
		I&apos;ve tried several times to make that boat float, but it&apos;s way too ambitious of a project and will likely never see the light of day.
		But it&apos;s namesake ...
		I&apos;ll name the modpack after <code>minequest</code> and explain the origin of <code>minestats</code> a bit in the mod description topic.
	</p>
</section>
END
);
